<template>
  <div class="home">
    <canvas id="sakura" />
    <div class="content">
      <div class="home-header">
        <router-link class="link" to="/">
          <img class="home-logo" src="../../assets/userLogo.jpg" alt="" />
        </router-link>
      </div>
      <div class="home-body">
        <div class="list">
          <router-link class="link" to="/articles"> 文章 </router-link>
          <router-link class="link" to="/project"> 项目 </router-link>
          <a target="_blank" rel="noopener noreferrer" class="link" href="https://github.com/xuhua1212"> GitHub </a>
          <a target="_blank" rel="noopener noreferrer" class="link" href="https://juejin.im/user/591d6b4d0ce463006926ae40"> 留言 </a>
          <a target="_blank" rel="noopener noreferrer" class="link" href="https://www.zhihu.com/people/mo-xu-ming-53/posts"> 友链 </a>
          <a target="_blank" rel="noopener noreferrer" class="link" href="https://segmentfault.com/u/biaochenxuying"> 关于 </a>
          <a target="_blank" rel="noopener noreferrer" class="link" href="https://blog.csdn.net/xuhua32100?spm=1001.2014.3001.5343"> 等多 </a>
        </div>
        <div class="introduce"> 心中无女人，代码自然神。 </div>
        <div class="introduce"> 时光正好，未来可期，加油 ！ </div>
      </div>
    </div>
  </div>
</template>
  
  <script lang="ts">
import { defineComponent, onMounted } from 'vue'

export default defineComponent({
  name: 'Home',
  setup() {
    onMounted(() => {
      let sakura_point_vsh: string = `
      uniform mat4 uProjection;
      uniform mat4 uModelview;
      uniform vec3 uResolution;
      uniform vec3 uOffset;
      uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
      uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
  
      attribute vec3 aPosition;
      attribute vec3 aEuler;
      attribute vec2 aMisc; //x:size, y:fade
  
      varying vec3 pposition;
      varying float psize;
      varying float palpha;
      varying float pdist;
  
      //varying mat3 rotMat;
      varying vec3 normX;
      varying vec3 normY;
      varying vec3 normZ;
      varying vec3 normal;
  
      varying float diffuse;
      varying float specular;
      varying float rstop;
      varying float distancefade;
  
      void main(void) {
          // Projection is based on vertical angle
          vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
          gl_Position = uProjection * pos;
          gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
          
          pposition = pos.xyz;
          psize = aMisc.x;
          pdist = length(pos.xyz);
          palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
          
          vec3 elrsn = sin(aEuler);
          vec3 elrcs = cos(aEuler);
          mat3 rotx = mat3(
              1.0, 0.0, 0.0,
              0.0, elrcs.x, elrsn.x,
              0.0, -elrsn.x, elrcs.x
          );
          mat3 roty = mat3(
              elrcs.y, 0.0, -elrsn.y,
              0.0, 1.0, 0.0,
              elrsn.y, 0.0, elrcs.y
          );
          mat3 rotz = mat3(
              elrcs.z, elrsn.z, 0.0, 
              -elrsn.z, elrcs.z, 0.0,
              0.0, 0.0, 1.0
          );
          mat3 rotmat = rotx * roty * rotz;
          normal = rotmat[2];
          
          mat3 trrotm = mat3(
              rotmat[0][0], rotmat[1][0], rotmat[2][0],
              rotmat[0][1], rotmat[1][1], rotmat[2][1],
              rotmat[0][2], rotmat[1][2], rotmat[2][2]
          );
          normX = trrotm[0];
          normY = trrotm[1];
          normZ = trrotm[2];
          
          const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
          
          float tmpdfs = dot(lit, normal);
          if(tmpdfs < 0.0) {
              normal = -normal;
              tmpdfs = dot(lit, normal);
          }
          diffuse = 0.4 + tmpdfs;
          
          vec3 eyev = normalize(-pos.xyz);
          if(dot(eyev, normal) > 0.0) {
              vec3 hv = normalize(eyev + lit);
              specular = pow(max(dot(hv, normal), 0.0), 20.0);
          }
          else {
              specular = 0.0;
          }
          
          rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
          rstop = pow(rstop, 0.5);
          //-0.69315 = ln(0.5)
          distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
      }`
      let sakura_point_fsh: string = `
      #ifdef GL_ES
      //precision mediump float;
      precision highp float;
      #endif
  
      uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
      uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
  
      const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
  
      varying vec3 pposition;
      varying float psize;
      varying float palpha;
      varying float pdist;
  
      //varying mat3 rotMat;
      varying vec3 normX;
      varying vec3 normY;
      varying vec3 normZ;
      varying vec3 normal;
  
      varying float diffuse;
      varying float specular;
      varying float rstop;
      varying float distancefade;
  
      float ellipse(vec2 p, vec2 o, vec2 r) {
          vec2 lp = (p - o) / r;
          return length(lp) - 1.0;
      }
  
      void main(void) {
          vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
          vec3 d = vec3(0.0, 0.0, -1.0);
          float nd = normZ.z; //dot(-normZ, d);
          if(abs(nd) < 0.0001) discard;
          
          float np = dot(normZ, p);
          vec3 tp = p + d * np / nd;
          vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
          
          //angle = 15 degree
          const float flwrsn = 0.258819045102521;
          const float flwrcs = 0.965925826289068;
          mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
          vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
          
          float r;
          if(flwrp.x < 0.0) {
              r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
          }
          else {
              r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
          }
          
          if(r > rstop) discard;
          
          vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
          float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
          col *= vec3(1.0, grady, grady);
          col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
          col = col * diffuse + specular;
          
          col = mix(fadeCol, col, distancefade);
          
          float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
          alpha = smoothstep(0.0, 1.0, alpha) * palpha;
          
          gl_FragColor = vec4(col * 0.5, alpha);
      }`
      let fx_common_vsh: string = `
      uniform vec3 uResolution;
      attribute vec2 aPosition;
  
      varying vec2 texCoord;
      varying vec2 screenCoord;
  
      void main(void) {
          gl_Position = vec4(aPosition, 0.0, 1.0);
          texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
          screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
      }`
      let bg_fsh: string = `
      #ifdef GL_ES
      //precision mediump float;
      precision highp float;
      #endif
  
      uniform vec2 uTimes;
  
      varying vec2 texCoord;
      varying vec2 screenCoord;
  
      void main(void) {
          vec3 col;
          float c;
          vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
          c = exp(-pow(length(tmpv) * 1.8, 2.0));
          col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
          gl_FragColor = vec4(col * 0.5, 1.0);
      }`
      let fx_brightbuf_fsh: string = `
      #ifdef GL_ES
      //precision mediump float;
      precision highp float;
      #endif
      uniform sampler2D uSrc;
      uniform vec2 uDelta;
  
      varying vec2 texCoord;
      varying vec2 screenCoord;
  
      void main(void) {
          vec4 col = texture2D(uSrc, texCoord);
          gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
      }`
      let fx_dirblur_r4_fsh: string = `
      #ifdef GL_ES
      //precision mediump float;
      precision highp float;
      #endif
      uniform sampler2D uSrc;
      uniform vec2 uDelta;
      uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
  
      varying vec2 texCoord;
      varying vec2 screenCoord;
  
      void main(void) {
          vec4 col = texture2D(uSrc, texCoord);
          col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
          col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
          col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
          col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
          gl_FragColor = col / 5.0;
      }`
      let pp_final_vsh: string = `
      uniform vec3 uResolution;
      attribute vec2 aPosition;
      varying vec2 texCoord;
      varying vec2 screenCoord;
      void main(void) {
          gl_Position = vec4(aPosition, 0.0, 1.0);
          texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
          screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
      }`
      let pp_final_fsh: string = `
      #ifdef GL_ES
      //precision mediump float;
      precision highp float;
      #endif
      uniform sampler2D uSrc;
      uniform sampler2D uBloom;
      uniform vec2 uDelta;
      varying vec2 texCoord;
      varying vec2 screenCoord;
      void main(void) {
          vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
          vec4 bloomcol = texture2D(uBloom, texCoord);
          vec4 col;
          col = srccol + bloomcol * (vec4(1.0) + srccol);
          col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
          col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
          
          gl_FragColor = vec4(col.rgb, 1.0);
          gl_FragColor.a = 1.0;
      }`

      // Utilities
      var Vector3: any = {}
      var Matrix44: any = {}
      Vector3.create = function (x: any, y: any, z: any) {
        return { x: x, y: y, z: z }
      }
      Vector3.dot = function (v0: any, v1: any) {
        return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z
      }
      Vector3.cross = function (v: any, v0: any, v1: any) {
        v.x = v0.y * v1.z - v0.z * v1.y
        v.y = v0.z * v1.x - v0.x * v1.z
        v.z = v0.x * v1.y - v0.y * v1.x
      }
      Vector3.normalize = function (v: any) {
        var l: any = v.x * v.x + v.y * v.y + v.z * v.z
        if (l > 0.00001) {
          l = 1.0 / Math.sqrt(l)
          v.x *= l
          v.y *= l
          v.z *= l
        }
      }
      Vector3.arrayForm = function (v: any) {
        if (v.array) {
          v.array[0] = v.x
          v.array[1] = v.y
          v.array[2] = v.z
        } else {
          v.array = new Float32Array([v.x, v.y, v.z])
        }
        return v.array
      }
      Matrix44.createIdentity = function () {
        return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0])
      }
      Matrix44.loadProjection = function (m: any, aspect: any, vdeg: any, near: any, far: any) {
        let h = near * Math.tan(((vdeg * Math.PI) / 180.0) * 0.5) * 2.0
        let w = h * aspect

        m[0] = (2.0 * near) / w
        m[1] = 0.0
        m[2] = 0.0
        m[3] = 0.0

        m[4] = 0.0
        m[5] = (2.0 * near) / h
        m[6] = 0.0
        m[7] = 0.0

        m[8] = 0.0
        m[9] = 0.0
        m[10] = -(far + near) / (far - near)
        m[11] = -1.0

        m[12] = 0.0
        m[13] = 0.0
        m[14] = (-2.0 * far * near) / (far - near)
        m[15] = 0.0
      }
      Matrix44.loadLookAt = function (m: any, vpos: any, vlook: any, vup: any) {
        let frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z)
        Vector3.normalize(frontv)
        let sidev = Vector3.create(1.0, 0.0, 0.0)
        Vector3.cross(sidev, vup, frontv)
        Vector3.normalize(sidev)
        let topv = Vector3.create(1.0, 0.0, 0.0)
        Vector3.cross(topv, frontv, sidev)
        Vector3.normalize(topv)

        m[0] = sidev.x
        m[1] = topv.x
        m[2] = frontv.x
        m[3] = 0.0

        m[4] = sidev.y
        m[5] = topv.y
        m[6] = frontv.y
        m[7] = 0.0

        m[8] = sidev.z
        m[9] = topv.z
        m[10] = frontv.z
        m[11] = 0.0

        m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8])
        m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9])
        m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10])
        m[15] = 1.0
      }

      //
      var timeInfo: any = {
        start: 0,
        prev: 0, // Date
        delta: 0,
        elapsed: 0 // Number(sec)
      }

      //
      var gl: any
      var renderSpec: any = {
        width: 0,
        height: 0,
        aspect: 1,
        array: new Float32Array(3),
        halfWidth: 0,
        halfHeight: 0,
        halfArray: new Float32Array(3)
        // and some render targets. see setViewport()
      }
      renderSpec.setSize = function (w: any, h: any) {
        renderSpec.width = w
        renderSpec.height = h
        renderSpec.aspect = renderSpec.width / renderSpec.height
        renderSpec.array[0] = renderSpec.width
        renderSpec.array[1] = renderSpec.height
        renderSpec.array[2] = renderSpec.aspect

        renderSpec.halfWidth = Math.floor(w / 2)
        renderSpec.halfHeight = Math.floor(h / 2)
        renderSpec.halfArray[0] = renderSpec.halfWidth
        renderSpec.halfArray[1] = renderSpec.halfHeight
        renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight
      }

      function deleteRenderTarget(rt: any) {
        gl.deleteFramebuffer(rt.frameBuffer)
        gl.deleteRenderbuffer(rt.renderBuffer)
        gl.deleteTexture(rt.texture)
      }

      function createRenderTarget(w: any, h: any) {
        var ret: any = {
          width: w,
          height: h,
          sizeArray: new Float32Array([w, h, w / h]),
          dtxArray: new Float32Array([1.0 / w, 1.0 / h])
        }
        ret.frameBuffer = gl.createFramebuffer()
        ret.renderBuffer = gl.createRenderbuffer()
        ret.texture = gl.createTexture()

        gl.bindTexture(gl.TEXTURE_2D, ret.texture)
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null)
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)

        gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer)
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0)

        gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer)
        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h)
        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer)

        gl.bindTexture(gl.TEXTURE_2D, null)
        gl.bindRenderbuffer(gl.RENDERBUFFER, null)
        gl.bindFramebuffer(gl.FRAMEBUFFER, null)

        return ret
      }

      function compileShader(shtype: any, shsrc: any) {
        var retsh: any = gl.createShader(shtype)

        gl.shaderSource(retsh, shsrc)
        gl.compileShader(retsh)

        if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
          var errlog: any = gl.getShaderInfoLog(retsh)
          gl.deleteShader(retsh)
          console.error(errlog)
          return null
        }
        return retsh
      }

      function createShader(vtxsrc: any, frgsrc: any, uniformlist: any, attrlist: any) {
        var vsh: any = compileShader(gl.VERTEX_SHADER, vtxsrc)
        var fsh: any = compileShader(gl.FRAGMENT_SHADER, frgsrc)

        if (vsh == null || fsh == null) {
          return null
        }

        var prog: any = gl.createProgram()
        gl.attachShader(prog, vsh)
        gl.attachShader(prog, fsh)

        gl.deleteShader(vsh)
        gl.deleteShader(fsh)

        gl.linkProgram(prog)
        if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
          var errlog: any = gl.getProgramInfoLog(prog)
          console.error(errlog)
          return null
        }

        if (uniformlist) {
          prog.uniforms = {}
          for (var i = 0; i < uniformlist.length; i++) {
            prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i])
          }
        }

        if (attrlist) {
          prog.attributes = {}
          for (let i = 0; i < attrlist.length; i++) {
            let attr = attrlist[i]
            prog.attributes[attr] = gl.getAttribLocation(prog, attr)
          }
        }

        return prog
      }

      function useShader(prog: any) {
        gl.useProgram(prog)
        for (let attr in prog.attributes) {
          gl.enableVertexAttribArray(prog.attributes[attr])
        }
      }

      function unuseShader(prog: any) {
        for (let attr in prog.attributes) {
          gl.disableVertexAttribArray(prog.attributes[attr])
        }
        gl.useProgram(null)
      }

      /////
      var projection: any = {
        angle: 60,
        nearfar: new Float32Array([0.1, 100.0]),
        matrix: Matrix44.createIdentity()
      }
      var camera: any = {
        position: Vector3.create(0, 0, 100),
        lookat: Vector3.create(0, 0, 0),
        up: Vector3.create(0, 1, 0),
        dof: Vector3.create(10.0, 4.0, 8.0),
        matrix: Matrix44.createIdentity()
      }

      var pointFlower: any = {}
      // var meshFlower = {};
      var sceneStandBy: any = false

      var BlossomParticle: any = function () {
        this.velocity = new Array(3)
        this.rotation = new Array(3)
        this.position = new Array(3)
        this.euler = new Array(3)
        this.size = 1.0
        this.alpha = 1.0
        this.zkey = 0.0
      }

      BlossomParticle.prototype.setVelocity = function (vx: any, vy: any, vz: any) {
        this.velocity[0] = vx
        this.velocity[1] = vy
        this.velocity[2] = vz
      }

      BlossomParticle.prototype.setRotation = function (rx: any, ry: any, rz: any) {
        this.rotation[0] = rx
        this.rotation[1] = ry
        this.rotation[2] = rz
      }

      BlossomParticle.prototype.setPosition = function (nx: any, ny: any, nz: any) {
        this.position[0] = nx
        this.position[1] = ny
        this.position[2] = nz
      }

      BlossomParticle.prototype.setEulerAngles = function (rx: any, ry: any, rz: any) {
        this.euler[0] = rx
        this.euler[1] = ry
        this.euler[2] = rz
      }

      BlossomParticle.prototype.setSize = function (s: any) {
        this.size = s
      }

      BlossomParticle.prototype.update = function (dt: any, et: any) {
        this.position[0] += this.velocity[0] * dt
        this.position[1] += this.velocity[1] * dt
        this.position[2] += this.velocity[2] * dt

        this.euler[0] += this.rotation[0] * dt
        this.euler[1] += this.rotation[1] * dt
        this.euler[2] += this.rotation[2] * dt
      }

      function createPointFlowers() {
        // get point sizes
        var prm: any = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE)
        renderSpec.pointSize = { min: prm[0], max: prm[1] }

        var vtxsrc: any = sakura_point_vsh
        var frgsrc: any = sakura_point_fsh

        pointFlower.program = createShader(vtxsrc, frgsrc, ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'], ['aPosition', 'aEuler', 'aMisc'])

        useShader(pointFlower.program)
        pointFlower.offset = new Float32Array([0.0, 0.0, 0.0])
        pointFlower.fader = Vector3.create(0.0, 10.0, 0.0)

        // paramerters: velocity[3], rotate[3]
        pointFlower.numFlowers = 1600
        pointFlower.particles = new Array(pointFlower.numFlowers)
        // vertex attributes {position[3], euler_xyz[3], size[1]}
        pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2))
        pointFlower.positionArrayOffset = 0
        pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3
        pointFlower.miscArrayOffset = pointFlower.numFlowers * 6

        pointFlower.buffer = gl.createBuffer()
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer)
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW)
        gl.bindBuffer(gl.ARRAY_BUFFER, null)

        unuseShader(pointFlower.program)

        for (let i = 0; i < pointFlower.numFlowers; i++) {
          pointFlower.particles[i] = new BlossomParticle()
        }
      }

      function initPointFlowers() {
        //area
        pointFlower.area = Vector3.create(20.0, 20.0, 20.0)
        pointFlower.area.x = pointFlower.area.y * renderSpec.aspect

        pointFlower.fader.x = 10.0 //env fade start
        pointFlower.fader.y = pointFlower.area.z //env fade half
        pointFlower.fader.z = 0.1 //near fade start

        //particles
        var PI2: any = Math.PI * 2.0
        var tmpv3: any = Vector3.create(0, 0, 0)
        var tmpv: any = 0
        var symmetryrand: any = function () {
          return Math.random() * 2.0 - 1.0
        }
        for (let i = 0; i < pointFlower.numFlowers; i++) {
          let tmpprtcl = pointFlower.particles[i]

          //velocity
          tmpv3.x = symmetryrand() * 0.3 + 0.8
          tmpv3.y = symmetryrand() * 0.2 - 1.0
          tmpv3.z = symmetryrand() * 0.3 + 0.5
          Vector3.normalize(tmpv3)
          tmpv = 2.0 + Math.random() * 1.0
          tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv)

          //rotation
          tmpprtcl.setRotation(symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5)

          //position
          tmpprtcl.setPosition(symmetryrand() * pointFlower.area.x, symmetryrand() * pointFlower.area.y, symmetryrand() * pointFlower.area.z)

          //euler
          tmpprtcl.setEulerAngles(Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0)

          //size
          tmpprtcl.setSize(0.9 + Math.random() * 0.1)
        }
      }

      function renderPointFlowers() {
        //update
        var PI2: any = Math.PI * 2.0
        // var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
        var repeatPos: any = function (prt: any, cmp: any, limit: any) {
          if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
            //out of area
            if (prt.position[cmp] > 0) {
              prt.position[cmp] -= limit * 2.0
            } else {
              prt.position[cmp] += limit * 2.0
            }
          }
        }
        var repeatEuler: any = function (prt: any, cmp: any) {
          prt.euler[cmp] = prt.euler[cmp] % PI2
          if (prt.euler[cmp] < 0.0) {
            prt.euler[cmp] += PI2
          }
        }

        for (let i = 0; i < pointFlower.numFlowers; i++) {
          let prtcl = pointFlower.particles[i]
          prtcl.update(timeInfo.delta, timeInfo.elapsed)
          repeatPos(prtcl, 0, pointFlower.area.x)
          repeatPos(prtcl, 1, pointFlower.area.y)
          repeatPos(prtcl, 2, pointFlower.area.z)
          repeatEuler(prtcl, 0)
          repeatEuler(prtcl, 1)
          repeatEuler(prtcl, 2)

          prtcl.alpha = 1.0 //(pointFlower.area.z - prtcl.position[2]) * 0.5;

          prtcl.zkey = camera.matrix[2] * prtcl.position[0] + camera.matrix[6] * prtcl.position[1] + camera.matrix[10] * prtcl.position[2] + camera.matrix[14]
        }

        // sort
        pointFlower.particles.sort(function (p0: any, p1: any) {
          return p0.zkey - p1.zkey
        })

        // update data
        var ipos: any = pointFlower.positionArrayOffset
        var ieuler: any = pointFlower.eulerArrayOffset
        var imisc: any = pointFlower.miscArrayOffset
        for (let i = 0; i < pointFlower.numFlowers; i++) {
          let prtcl = pointFlower.particles[i]
          pointFlower.dataArray[ipos] = prtcl.position[0]
          pointFlower.dataArray[ipos + 1] = prtcl.position[1]
          pointFlower.dataArray[ipos + 2] = prtcl.position[2]
          ipos += 3
          pointFlower.dataArray[ieuler] = prtcl.euler[0]
          pointFlower.dataArray[ieuler + 1] = prtcl.euler[1]
          pointFlower.dataArray[ieuler + 2] = prtcl.euler[2]
          ieuler += 3
          pointFlower.dataArray[imisc] = prtcl.size
          pointFlower.dataArray[imisc + 1] = prtcl.alpha
          imisc += 2
        }

        //draw
        gl.enable(gl.BLEND)
        //gl.disable(gl.DEPTH_TEST);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

        var prog: any = pointFlower.program
        useShader(prog)

        gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix)
        gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix)
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array)
        gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof))
        gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader))

        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer)
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW)

        gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT)
        gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT)
        gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT)

        // doubler
        for (let i = 1; i < 2; i++) {
          let zpos = i * -2.0
          pointFlower.offset[0] = pointFlower.area.x * -1.0
          pointFlower.offset[1] = pointFlower.area.y * -1.0
          pointFlower.offset[2] = pointFlower.area.z * zpos
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset)
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers)

          pointFlower.offset[0] = pointFlower.area.x * -1.0
          pointFlower.offset[1] = pointFlower.area.y * 1.0
          pointFlower.offset[2] = pointFlower.area.z * zpos
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset)
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers)

          pointFlower.offset[0] = pointFlower.area.x * 1.0
          pointFlower.offset[1] = pointFlower.area.y * -1.0
          pointFlower.offset[2] = pointFlower.area.z * zpos
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset)
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers)

          pointFlower.offset[0] = pointFlower.area.x * 1.0
          pointFlower.offset[1] = pointFlower.area.y * 1.0
          pointFlower.offset[2] = pointFlower.area.z * zpos
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset)
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers)
        }

        //main
        pointFlower.offset[0] = 0.0
        pointFlower.offset[1] = 0.0
        pointFlower.offset[2] = 0.0
        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset)
        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers)

        gl.bindBuffer(gl.ARRAY_BUFFER, null)
        unuseShader(prog)

        gl.enable(gl.DEPTH_TEST)
        gl.disable(gl.BLEND)
      }

      // effects
      //common util
      function createEffectProgram(vtxsrc: any, frgsrc: any, exunifs: any, exattrs: any) {
        var ret: any = {}
        var unifs: any = ['uResolution', 'uSrc', 'uDelta']
        if (exunifs) {
          unifs = unifs.concat(exunifs)
        }
        var attrs: any = ['aPosition']
        if (exattrs) {
          attrs = attrs.concat(exattrs)
        }

        ret.program = createShader(vtxsrc, frgsrc, unifs, attrs)
        useShader(ret.program)

        ret.dataArray = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0])
        ret.buffer = gl.createBuffer()
        gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer)
        gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW)

        gl.bindBuffer(gl.ARRAY_BUFFER, null)
        unuseShader(ret.program)

        return ret
      }

      // basic usage
      // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
      // gl.uniform**(...); //additional uniforms
      // drawEffect()
      // unuseEffect(prog)
      // TEXTURE0 makes src
      function useEffect(fxobj: any, srctex: any) {
        var prog: any = fxobj.program
        useShader(prog)
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array)

        if (srctex != null) {
          gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray)
          gl.uniform1i(prog.uniforms.uSrc, 0)

          gl.activeTexture(gl.TEXTURE0)
          gl.bindTexture(gl.TEXTURE_2D, srctex.texture)
        }
      }
      function drawEffect(fxobj: any) {
        gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer)
        gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0)
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
      }
      function unuseEffect(fxobj: any) {
        unuseShader(fxobj.program)
      }

      var effectLib: any = {}
      function createEffectLib() {
        var vtxsrc: any, frgsrc: any
        //common
        var cmnvtxsrc: any = fx_common_vsh

        //background
        frgsrc = bg_fsh
        effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null)

        // make brightpixels buffer
        frgsrc = fx_brightbuf_fsh
        effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null)

        // direction blur
        frgsrc = fx_dirblur_r4_fsh
        effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null)

        //final composite
        vtxsrc = pp_final_vsh
        frgsrc = pp_final_fsh
        // console.log('frgsrc :',frgsrc )
        effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null)
      }

      // background
      function createBackground() {
        //console.log("create background");
      }
      function initBackground() {
        //console.log("init background");
      }
      function renderBackground() {
        gl.disable(gl.DEPTH_TEST)

        useEffect(effectLib.sceneBg, null)
        gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta)
        drawEffect(effectLib.sceneBg)
        unuseEffect(effectLib.sceneBg)

        gl.enable(gl.DEPTH_TEST)
      }

      // post process
      // var postProcess = {};
      function createPostProcess() {
        //console.log("create post process");
      }
      function initPostProcess() {
        //console.log("init post process");
      }

      function renderPostProcess() {
        gl.enable(gl.TEXTURE_2D)
        gl.disable(gl.DEPTH_TEST)
        var bindRT: any = function (rt: any, isclear: any) {
          gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer)
          gl.viewport(0, 0, rt.width, rt.height)
          if (isclear) {
            gl.clearColor(0, 0, 0, 0)
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
          }
        }

        //make bright buff
        bindRT(renderSpec.wHalfRT0, true)
        useEffect(effectLib.mkBrightBuf, renderSpec.mainRT)
        drawEffect(effectLib.mkBrightBuf)
        unuseEffect(effectLib.mkBrightBuf)

        // make bloom
        for (let i = 0; i < 2; i++) {
          let p = 1.5 + 1 * i
          let s = 2.0 + 1 * i
          bindRT(renderSpec.wHalfRT1, true)
          useEffect(effectLib.dirBlur, renderSpec.wHalfRT0)
          gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0)
          drawEffect(effectLib.dirBlur)
          unuseEffect(effectLib.dirBlur)

          bindRT(renderSpec.wHalfRT0, true)
          useEffect(effectLib.dirBlur, renderSpec.wHalfRT1)
          gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s)
          drawEffect(effectLib.dirBlur)
          unuseEffect(effectLib.dirBlur)
        }

        //display
        gl.bindFramebuffer(gl.FRAMEBUFFER, null)
        gl.viewport(0, 0, renderSpec.width, renderSpec.height)
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

        useEffect(effectLib.finalComp, renderSpec.mainRT)
        gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1)
        gl.activeTexture(gl.TEXTURE1)
        gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture)
        drawEffect(effectLib.finalComp)
        unuseEffect(effectLib.finalComp)

        gl.enable(gl.DEPTH_TEST)
      }

      /////
      // var SceneEnv = {};
      function createScene() {
        createEffectLib()
        createBackground()
        createPointFlowers()
        createPostProcess()
        sceneStandBy = true
      }

      function initScene() {
        initBackground()
        initPointFlowers()
        initPostProcess()

        //camera.position.z = 17.320508;
        camera.position.z = pointFlower.area.z + projection.nearfar[0]
        projection.angle = ((Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0) / Math.PI) * 2.0
        Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1])
      }

      function renderScene() {
        //draw
        Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up)

        gl.enable(gl.DEPTH_TEST)

        //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer)
        gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height)
        gl.clearColor(0.005, 0, 0.05, 0)
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

        renderBackground()
        renderPointFlowers()
        renderPostProcess()
      }

      /////
      function onResize(e: any) {
        makeCanvasFullScreen(document.getElementById('sakura'))
        setViewports()
        if (sceneStandBy) {
          initScene()
        }
      }

      function setViewports() {
        renderSpec.setSize(gl.canvas.width, gl.canvas.height)

        gl.clearColor(0.2, 0.2, 0.5, 1.0)
        gl.viewport(0, 0, renderSpec.width, renderSpec.height)

        var rtfunc: any = function (rtname: any, rtw: any, rth: any) {
          var rt: any = renderSpec[rtname]
          if (rt) deleteRenderTarget(rt)
          renderSpec[rtname] = createRenderTarget(rtw, rth)
        }
        rtfunc('mainRT', renderSpec.width, renderSpec.height)
        rtfunc('wFullRT0', renderSpec.width, renderSpec.height)
        rtfunc('wFullRT1', renderSpec.width, renderSpec.height)
        rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight)
        rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight)
      }

      function render() {
        renderScene()
      }

      var animating: boolean = true

      function animate() {
        var curdate: any = new Date()
        timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0
        timeInfo.delta = (curdate - timeInfo.prev) / 1000.0
        timeInfo.prev = curdate

        if (animating) requestAnimationFrame(animate)
        render()
      }

      function makeCanvasFullScreen(canvas: any) {
        var b: any = document.body
        var d: any = document.documentElement
        let fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth)
        let fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight)
        canvas.width = fullw
        canvas.height = fullh
      }

      // window.addEventListener("load", function(e: any) {
      //   var canvas: any = document.getElementById("sakura");
      //   try {
      //     makeCanvasFullScreen(canvas);
      //     gl = canvas.getContext("experimental-webgl");
      //   } catch (e) {
      //     alert("WebGL not supported." + e);
      //     console.log("WebGL not supported :", e);
      //     return;
      //   }

      //   window.addEventListener("resize", onResize);

      //   setViewports();
      //   createScene();
      //   initScene();

      //   timeInfo.start = new Date();
      //   timeInfo.prev = timeInfo.start;
      //   animate();
      // });

      // 保证每次都执行
      var canvas: any = document.getElementById('sakura')
      try {
        makeCanvasFullScreen(canvas)
        gl = canvas.getContext('experimental-webgl')
      } catch (e) {
        alert('WebGL not supported.' + e)
        console.error(e)
        return
      }

      window.addEventListener('resize', onResize)

      setViewports()
      createScene()
      initScene()

      timeInfo.start = new Date()
      timeInfo.prev = timeInfo.start
      animate()

      //set window.requestAnimationFrame
      ;(function (w: any, r: any) {
        w['r' + r] =
          w['r' + r] ||
          w['webkitR' + r] ||
          w['mozR' + r] ||
          w['msR' + r] ||
          w['oR' + r] ||
          function (c: any) {
            w.setTimeout(c, 1000 / 60)
          }
      })(window, 'equestAnimationFrame')
    })
  }
})
</script>
  
  <style lang="scss" scoped>
.home {
  position: fixed;
  left: 0;
  top: 0;
  .content {
    position: fixed;
    left: 0;
    top: 0;
    right: 0;
    bottom: 0;
    font-size: 20px;
    text-align: center;
    padding-top: 12%;
    .home-logo {
      width: 220px;
      border-radius: 50%;
      animation: mylogo 3s;
      -moz-animation: mylogo 3s; /* Firefox */
      -webkit-animation: mylogo 3s; /* Safari and Chrome */
      -o-animation: mylogo 3s; /* Opera */
      animation-iteration-count: infinite;
    }
    .home-header {
      .link {
        display: block;
      }
    }
    .home-body {
      padding-top: 20px;
      .list {
        margin-top: 50px;
        .link {
          display: inline-block;
          padding: 20px;
          color: #409eff;
          min-width: 80px;
        }
        .link:hover {
          color: rgb(155, 35, 35);
        }
      }
    }
    .introduce {
      padding-top: 50px;
      color: #fff;
    }
  }
}
@keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}

@-moz-keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}

@-webkit-keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}

@-o-keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}
</style>
  
  